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Aussie_Digger

Posts: 122
Registered: March 2010
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Market Garden
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Tue, 28 September 2010 09:16
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Just a quick clarification about the commarnd cards in Market Garden
If the allied cic has 13 cards, plays 3 in his turn then is only able to draw 2 more at the end of his turn (12 cards in his hand). Then on the axis turn the allied player looses a unit dose the allied player lose a card even though he is down to 12 already so then takes him to 11 but has a maximum of 12 he can hold now. I think this is the case just trying to settle a disagreement on how it works.
Id say the allied player dose lose a card because its his fault he played 3 cards in his turn.
Hope this make sense
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rasmussen81

Posts: 6068
Registered: July 2007
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Re:Market Garden
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Tue, 28 September 2010 09:35

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Please look at page 46 of the Official FAQ...there is a large section on the Market Garden Overlord battle and this question might be answered there.
If I had more time I would try to give a more complete answer, but I have to run...maybe someone else can write something out for you.
If you still haven't gotten an answer when I have more time I'll be happy to explain a bit more. Have fun and good luck!
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ad79

Posts: 773
Registered: September 2007
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Re:Market Garden
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Tue, 28 September 2010 10:52

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THere are 3 separate rules in this scenario that needs to be kept apart.
Maximum/minumum hand size
Starting hand side
What happens when the Allied side losses a unit.
Neither side can go above 13 cards and the Allied can not go below 2 cards. The Axis can not go below 1 card.
These limitations have to be observed AT ALL TIMES during the scenario.
Starting hand is 13 for Allied and 3 for Axis.(Axis can still hold 13 cards at all time, and the 3 cards they start with is only their starting hand, not a limitation)
If the Allied side loses a unit, Axis player draws a card from the draw pile and puts it into their hand(Observing max/min rule) AND discards a randomly drawn card from the Allied hand(Observing max/min rule)
It has no effect on the min/max hand size rule.
With the official rule the Axis player can increase his hand by 1. Elliminating Allied units or 2. Only playing 1 card and drawing 2.
That's the official rule as stated by Richard.
A fun variant that I(and others I think) used in the beginning is this.
Starting hand (Allied 13 and Axis 3) is also the maximum hand size rule, UNTILL Allied looses a unit: Remove a card from the Allied hand, draw a card from drawpile for Axis(Like in the official interpretation) AND reduce the Allied MAXIMUM hand size by 1 card while increasing the Axis maximum hand by one.
THat would give a maximum hand size like this
Start 13-3 (Allied-Axis)
First Allied unit lost 12-4
Second 11-5
Third 10-6
Fourth 9-7
Fifth 8-8
Sixth 7-9
Seventh 6-10
Eight 5-11
Ninth 4-12
Tenth 3-13
Eleventh 2-13 (Axis can't go above 13)
Twelth and onward 2-13 (Allied can't go below 2)
In this variant the Axis can only increase his hand by elliminating Allied units.
Stig Morten
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Aussie_Digger

Posts: 122
Registered: March 2010
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Re:Market Garden
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Tue, 28 September 2010 13:56
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| ad79 wrote on Tue, 28 September 2010 18:22 | THere are 3 separate rules in this scenario that needs to be kept apart.
Maximum/minumum hand size
Starting hand side
What happens when the Allied side losses a unit.
Neither side can go above 13 cards and the Allied can not go below 2 cards. The Axis can not go below 1 card.
These limitations have to be observed AT ALL TIMES during the scenario.
Starting hand is 13 for Allied and 3 for Axis.(Axis can still hold 13 cards at all time, and the 3 cards they start with is only their starting hand, not a limitation)
If the Allied side loses a unit, Axis player draws a card from the draw pile and puts it into their hand(Observing max/min rule) AND discards a randomly drawn card from the Allied hand(Observing max/min rule)
It has no effect on the min/max hand size rule.
With the official rule the Axis player can increase his hand by 1. Elliminating Allied units or 2. Only playing 1 card and drawing 2.
That's the official rule as stated by Richard.
A fun variant that I(and others I think) used in the beginning is this.
Starting hand (Allied 13 and Axis 3) is also the maximum hand size rule, UNTILL Allied looses a unit: Remove a card from the Allied hand, draw a card from drawpile for Axis(Like in the official interpretation) AND reduce the Allied MAXIMUM hand size by 1 card while increasing the Axis maximum hand by one.
THat would give a maximum hand size like this
Start 13-3 (Allied-Axis)
First Allied unit lost 12-4
Second 11-5
Third 10-6
Fourth 9-7
Fifth 8-8
Sixth 7-9
Seventh 6-10
Eight 5-11
Ninth 4-12
Tenth 3-13
Eleventh 2-13 (Axis can't go above 13)
Twelth and onward 2-13 (Allied can't go below 2)
In this variant the Axis can only increase his hand by elliminating Allied units.
Stig Morten
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We just played this tonight (we did play it the right way) allies 13 medals vs the axis 9.
Also playing a recon 1 card helps bring the card count up, as it lets you draw 3
thanks for the clarification
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